Emerging research and trends in gamification
This book brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings, including discussions from both industry and academic perspectives
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| Other Authors: | , |
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| Format: | Book |
| Language: | English |
| Published: |
Hershey, PA
Information Science Reference, An Imprint of IGI Global
[2016]
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| Series: | Advances in multimedia and interactive technologies (AMIT) book series
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| Subjects: | |
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| Call Number : | GV 1201.38 .E447 2016 |
MARC
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| 008 | 221104 20162016paua bi 001 0 eng d | ||
| 020 | |a 9781466686519 (hc) | ||
| 020 | |z 9781466686526 (eISBN) | ||
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| 040 | |a UPNM |b eng |c UPNM |e rda | ||
| 090 | |a GV 1201.38 |b .E447 2016 | ||
| 245 | 0 | 0 | |a Emerging research and trends in gamification |c [edited by] Harsha Gangadharbatla and Donna Z. Davis |
| 264 | 1 | |a Hershey, PA |b Information Science Reference, An Imprint of IGI Global |c [2016] | |
| 264 | 4 | |c © 2016 | |
| 300 | |a xii, 455 pages |b illustrations |c 29 cm | ||
| 336 | |a text |2 rdacontent | ||
| 337 | |a unmediated |2 rdamedia | ||
| 338 | |a volume |2 rdacarrier | ||
| 490 | 1 | |a Advances in multimedia and interactive technologies (AMIT) book series | |
| 500 | |a "Premier reference source"---Book cover | ||
| 504 | |a Includes bibliographical references and index | ||
| 505 | 0 | |a Ambiguous play: towards a broader concept of gamification / Nathan Hulsey -- "A spoonful of game design makes the work-out more fun": essential game design elements for use in gamified applications / William R. Upchurch, Susan M. Wildermuth -- Gaining reward vs. avoiding loss: when does gamification stop being fun? / Selcen Ozturkcan, Sercan Sengün -- Development of the "hybrid interactive rhetorical engagement" (H.I.R.E.) scale: implications for digital gamification research / Yowei Kang -- Gamification in market research: promises, results, and limitations / Kartik Pashupati, Pushkala Raman -- Gamification of human resource processes / Jared Z. Ferrell [and 4 others] -- Gamifying recruitment, selection, training, and performance management: game-thinking in human resource management / Michael B. Armstrong, Richard N. Landers, Andrew B. Collmus -- Three perspectives on video game learning: behaviorism, cognitivism, and constructivism / Zeynep Tanes -- Leveling up the classroom: a theoretical approach to education gamification / Michael D. Hanus, Carlos Cruz -- Gamification of the classroom: potential, pitfalls, and practices / Darcy Osheim -- A framework for collaboration among game designers and social change makers: multiplayer missions that matter / Marty Kearns, Meredith Wise -- Digital development and international aid: are games changing the world? / Jolene Fisher -- Gamified self: factors influencing self-tracking technology acceptance / Rachelle DiGregorio, Harsha Gangadharbatla -- Games and quizzes in online journalism: reaching users via interactivity and customization / Bartosz W. Wojdynski -- The gamification of journalism / Raul Ferrer Conill, Michael Karlsson | |
| 520 | |a This book brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings, including discussions from both industry and academic perspectives | ||
| 592 | |a IV-99733 |b 29/11/2017 |c RM 888.90 |h Yuha | ||
| 650 | 0 | |a Games |x Social aspects |x Research | |
| 650 | 0 | |a Computer games |x Social aspects |x Research | |
| 700 | 1 | |a Gangadharbatla, Harshavardhan |e editor | |
| 700 | 1 | |a Davis, Donna Z. |d 1959- |e editor | |
| 999 | |a vtls000059273 |c 103925 |d 103925 | ||


